﻿/*
 * C# / XNA  port of Bullet (c) 2011 Mark Neale <xexuxjy@hotmail.com>
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * This software is provided 'as-is', without any express or implied warranty.
 * In no event will the authors be held liable for any damages arising from
 * the use of this software.
 * 
 * Permission is granted to anyone to use this software for any purpose, 
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

using BulletXNA.LinearMath;

namespace BulletXNA.BulletCollision
{
    public abstract class ConcaveShape : CollisionShape
    {
	    public ConcaveShape()
        {
        }


	    public override void Cleanup()
        {
            base.Cleanup();
        }

	    public abstract void ProcessAllTriangles(ITriangleCallback callback,ref IndexedVector3 aabbMin,ref IndexedVector3 aabbMax);

	    public override float GetMargin() 
        {
		    return m_collisionMargin;
	    }
        public override void SetMargin(float collisionMargin)
	    {
		    m_collisionMargin = collisionMargin;
	    }

        protected float m_collisionMargin;

    }

    public enum PHY_ScalarType 
    {
	    PHY_FLOAT,
	    PHY_DOUBLE,
	    PHY_INTEGER,
	    PHY_SHORT,
	    PHY_FIXEDPOINT88,
	    PHY_UCHAR
    };


}
